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Posted

Okay, so you're new to TEW (or you're not), and you've read the help file that comes with the game. If you haven't, you probably should do that. Now what? You've got the C-Verse or a mod and you're all ready to play. You've got great ideas and you're gonna revolutionize the sport, brother! But... how? That's where this thread comes in. My idea is that we can get long-time contributors to gather their information together and "teach" how they go about booking. Everything from how they plan in advance, to show-to-show booking, to who to push and how. I want this to be approachable for beginners, so anybody that wants to share their booking information, try to keep that in mind.

 

 

With that in mind, here's Booking 101:

 

 

Wrestler roles. TEW 2010 introduced several roles for us already in their handy 'creative meeting' section. I'm going to go over these in a little more detail and explain how wrestler roles are generally booked.

 

Like any team, a wrestling roster is going to have a mix of talent and that requires a mix of roles: while these are informal titles, they help you make booking decisions and should make the use of various wrestlers easier.

 

Franchise players: these are your top guys, your "stars": they have a mix of popularity, charisma, star quality, and wrestling skill (not mentioned in the tag but still important) that make them your most important wrestlers. Generally speaking, someone from the franchise player list should be in the main event of every show. If you look at WWF in 1999, it's clear their franchise players are Austin, Rock, Triple H, and Undertaker: at least one of them is in the main event every week. They don't have to wrestle another franchise player (and generally if they do it should be a non-finish, as FP vs. FP should be a pay per view match), they should just be used in a decently long main event match, generally against other good workers. Even when they're not wrestling they should be in an angle or interfering or otherwise involved, because they're the guys that sell your big shows and you want to keep them happy and the fans happy. Generally speaking, one of these guys should be holding your championship or main eventing pay per views, as if a worker isn't listed in the franchise player tag they have a weakness as a champ that you have to work around. Starting a game with SWF, Eric Eisen isn't on the screen because of his shortcomings as a worker and his below average (for a main eventer) star quality.

 

Ring generals: after franchise players, your second most important role. These are your "workers." Maybe they have what it takes to be top guys and maybe they don't, but they're consistent and have great performance skills. Examples: Chris Benoit, Dean Malenko, Eddie Guerrero, William Regal, Arn Anderson, Ricky Steamboat. While they may have weaknesses that keep them from ever being franchise players, your ring generals are hugely important because they improve the rest of your roster and consistently put on strong matches. They can either be booked against franchise players in generally losing efforts, or they can have long, competitive matches in the midcard. They train other role players, they hold secondary titles, and they put other people over. While your generals don't all need to be showcased on every show, it's a good idea to use at least one of them on every show as described earlier.

 

Monsters: this isn't in the game as a separate designation, but it's worth looking at. Monster heels (and the rarer monster faces) are booked a little differently. Generally their wrestling skills aren't great. You can work with this in a number of ways: short, squash type matches where the booking note "dominate" is used. Longer matches against franchise players or ring generals where the monster can improve their skills, and multi-man matches where the monster isn't used throughout the match to protect their weaknesses. Angles are also especially useful in getting monsters over, as their menace and star quality tend to be strong and they can get over quickly using such angles.

 

Hot prospects: your young talent, outside of the upper reaches of the card. How to use them: try to put them in good matches if they're talented workers: they don't need to win, they'll gain skill and overness just wrestling with a ring general. You also run the risk of increasing their ego if you immediately throw them on top of the card, and unless they're ready for a run at the top (have all the skills to be a franchise player), you may end up having to cut them or job them back down the card if you can't hide their weaknesses.

 

Role players: guys that don't fit into these categories. There's a lot of sub-categories within this designation: aging veterans, career midcarders, young workers without much upside, etc. These are the guys that are on a show to be fed to people. They're never going to be world champion, but people need to go over somebody every week, and they can be those guys. A lot of guys on a big roster are just there because not everyone can be a star. Charles Wright was never going to main event Wrestlemania, but he was on the card for years as a guy for stars to beat as they moved up the pecking order. They need to keep some level of overness to stay valuable, but they're often the ones giving up overness to newcomers who are moving up the card. Examples: Hardcore Holly, Al Snow, every regular on WCW Saturday night, Ron Simmons after about 1998.

 

Why even hire role players? Because even though some fans might like a roster of 50 great wrestlers, 15-20 of those guys need to be losing regularly no matter what, and it ends up being a waste of talent to have overly talented job guys, as overness tends to be the defining factor for these role players.

 

Hopefully this is helpful as an introduction as to what some basic roles are, and how they should generally be booked.

 

If others have other Introductory topics (nothing involving much use of the editor, not looking for advanced storyline/diary ideas) they'd like to talk about, go right ahead!

Posted

Another one is playing to people's strengths. If you're playing a training fed like I often do, this may not be as important. You may be trying to teach guys skills they lack and that's another subject entirely.

 

But if you're trying to really go places in the world, you want to use what guys do best. If a guy has high Entertainment skills, you want to push him on the mic. If a guy's got high Menace, you want to take advantage of that. Have him terrorize people and play the muscle. Stuff like that. But even skills that tend to get overlooked in this regard can give you direction. Like if a guy has high Toughness, you may want to focus on his development as a brawler and/or technician and not sweat his aerial skills. You want him in situations where that toughness can really come into play. High Athleticism or Stamina? Those guys may play better with your aerial acts as they can go speed for speed with them or challenge them by outlasting them. You don't want to trying to squeeze a square peg into a round hole. Use what comes naturally and what fits your product. Doing otherwise puts you at risk of overthinking and wasting the resources you have.

Posted

<p>On the note of "Franchise Players" and the like:</p><p> </p><p>

Sometimes you'll have more than 5 guys that can be your Franchise Players. If you want to see all the people that the game thinks are the top of your franchise, change the push of your top workers to "Manager" temporarily. They should be bumped off the Franchise Player list, allowing others to show up. Don't forget to change the pushes back, though <img alt=":D" data-src="//content.invisioncic.com/g322608/emoticons/biggrin.png.929299b4c121f473b0026f3d6e74d189.png" src="<___base_url___>/applications/core/interface/js/spacer.png" /></p><p> </p><p>

I'd also make the general note that overness (aka popularity) is incredibly important. I think most feds do not skew toward performance, so having popular workers is going to help you out a lot. For example, Jack Bruce is <strong>the</strong> most popular active wrestler in America. Period. His in-ring skills aren't great, but putting him in a match with Enforcer Roberts will still generally do pretty well because Bruce is ridiculously popular. So use Jack in angles to get people more over, let Jack beat (or lose) to your Ring Generals, and eventually you'll have a popular worker and a guy who is passable in the ring.</p><p> </p><p> </p><p>

I'd also suggest we find the stat criterion for people being able to "call in ring" at various sizes, if possible. I know regional is at least 64.</p>

Posted

<p>Good comments, Eidenhoek. My only note would be that the levels of "call in ring" is a little advanced for what I want to really focus on in this thread. We can have a more advanced booking thread, but I really want to help out beginners or people who still feel like they could stand to learn more about the basics.</p><p> </p><p> </p><p>

Like I said, there's plenty of topics I want this thread to cover, and it's fine if not everyone has 100% agreement, as I think a broad range of booking styles is important.</p><p> </p><p>

That said, I wanted some other opinions before I offer my own as to the positive methods players have found to set up booking a show in the early going as you're still finding your company's groove. How do you organize it? What do you book first? Don't go too into detail about road agent notes, as I want to cover that as a separate topic. </p><p> </p><p>

Note that for a lot of these topics there's no one "right" way to book, but what I want is something that shows players what more experienced TEW players use as a booking process.</p>

Posted

One thing I'm kinda confused about is booking using manager to get people over. How does it work? Does it happen during the match, when they do promos is it actually the manager talking? Cause theres very few manager hypes client or anything like that on the default angles?

 

Thoughts?

Posted
One quick thing that would be helpful is the stamina to match time chart. I have seen it in the past, but can't seem to find it right now. That obviously helps in booking matches.
Posted
One thing I'm kinda confused about is booking using manager to get people over. How does it work? Does it happen during the match, when they do promos is it actually the manager talking? Cause theres very few manager hypes client or anything like that on the default angles?

 

Thoughts?

 

You need to write them themselves, and it helps if your manager is somewhat over themselves to sustain the angle, but yes, an Entertainment-rated manager can get good ratings for an angle with their Nothing-rated client (or Menace-rated if they're a monster).

 

One quick thing that would be helpful is the stamina to match time chart. I have seen it in the past, but can't seem to find it right now. That obviously helps in booking matches.

 

Stamina is affected by Match Intensity (and also, I'd have thought, the All Out/Work the Crowd notes). I believe Hyde Hill did the original chart back in the 07 or 08 forums, in that case his work was based on high intensity matches. It should still apply to '10.

 

Anything less - 6 minutes max (even 0% stamina!)

Low D- (35.1%) - 6 minutes max

High D- (41%) - 10 minutes max

Low D (41.1%) - 10 minutes max

High D (47%) - 10 minutes max

Low D+ (47.1%) - 10 minutes max

High D+ (53%) - 15 minutes max

Low C- (53.1%) - 15 minutes max

High C- (59%) - 15 minutes max

Low C (59.1%) - 15 minutes max

High C (65%) - 15 minutes max

Low C+ (65.1%) - 15 minutes max

High C+ (71%) - 34 minutes max

Low B- (71.1%) - 34 minutes max

High B- (77%) - 34 minutes max

Low B (77.1%) - 34 minutes max

High B (83%) - 49 minutes max

Low B+ (83.1%) - 49 minutes max

High B+ (89%) - 49 minutes max

Low A (89.1%) - 49 minutes max

High A (95%) - 90 minute max

Low A+ (95.1%) - 90 minutes max

High A+ (100%) - 90 minutes max

Posted
My only note would be that the levels of "call in ring" is a little advanced for what I want to really focus on in this thread. We can have a more advanced booking thread, but I really want to help out beginners or people who still feel like they could stand to learn more about the basics.
To be honest, I'd disagree with that. It's not exactly that advanced, and newbies need to know how the road agent notes work :) The game does try to help point you in the right direction if you screw up a bit (e.g. using the 'all out match' note in a really long match) but it'd be nice if those sorts of things were covered here...even if only briefly, rather than overloading the poor newbie with lots of figures :)
Posted
<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Dalimyr" data-cite="Dalimyr" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="31212" data-ipsquote-contentclass="forums_Topic"><div>To be honest, I'd disagree with that. It's not exactly <em>that</em> advanced, and newbies need to know how the road agent notes work <img alt=":)" data-src="//content.invisioncic.com/g322608/emoticons/smile.png.142cfa0a1cd2925c0463c1d00f499df2.png" src="<___base_url___>/applications/core/interface/js/spacer.png" /> The game does try to help point you in the right direction if you screw up a bit (e.g. using the 'all out match' note in a really long match) but it'd be nice if those sorts of things were covered here...even if only briefly, rather than overloading the poor newbie with lots of figures <img alt=":)" data-src="//content.invisioncic.com/g322608/emoticons/smile.png.142cfa0a1cd2925c0463c1d00f499df2.png" src="<___base_url___>/applications/core/interface/js/spacer.png" /></div></blockquote><p> </p><p> Well considering we haven't even talked about road agent notes, the specific instances of when to best maximize one particular road agent note is kind of more advanced than what I'm talking about right now. <img alt=":)" data-src="//content.invisioncic.com/g322608/emoticons/smile.png.142cfa0a1cd2925c0463c1d00f499df2.png" src="<___base_url___>/applications/core/interface/js/spacer.png" /></p><p> </p><p> I do want a breakdown of road agent notes, but specific tables of when to use what is more than we need to introduce the topic.</p>
Posted
<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="James Casey" data-cite="James Casey" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="31212" data-ipsquote-contentclass="forums_Topic"><div>Stamina is affected by Match Intensity (and also, I'd have thought, the All Out/Work the Crowd notes). I believe Hyde Hill did the original chart back in the 07 or 08 forums, in that case his work was based on high intensity matches. It should still apply to '10.<p> </p><p> </p><blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="31212" data-ipsquote-contentclass="forums_Topic"><div>Anything less - 6 minutes max (even 0% stamina!)<p> Low D- (35.1%) - 6 minutes max</p><p> High D- (41%) - 10 minutes max</p><p> Low D (41.1%) - 10 minutes max</p><p> High D (47%) - 10 minutes max</p><p> Low D+ (47.1%) - 10 minutes max</p><p> High D+ (53%) - 15 minutes max</p><p> Low C- (53.1%) - 15 minutes max</p><p> High C- (59%) - 15 minutes max</p><p> Low C (59.1%) - 15 minutes max</p><p> High C (65%) - 15 minutes max</p><p> Low C+ (65.1%) - 15 minutes max</p><p> High C+ (71%) - 34 minutes max</p><p> Low B- (71.1%) - 34 minutes max</p><p> High B- (77%) - 34 minutes max</p><p> Low B (77.1%) - 34 minutes max</p><p> High B (83%) - 49 minutes max</p><p> Low B+ (83.1%) - 49 minutes max</p><p> High B+ (89%) - 49 minutes max</p><p> Low A (89.1%) - 49 minutes max</p><p> High A (95%) - 90 minute max</p><p> Low A+ (95.1%) - 90 minutes max</p><p> High A+ (100%) - 90 minutes max</p></div></blockquote></div></blockquote><p> </p><p> I put a visual aid together, for if anyone wants to save it to their desktop. (if you want to do charts for anything else you can use the <a href="http://www.chartgo.com" rel="external nofollow">ChartGo</a> website to do one online)</p><p> </p><p> </p><div style="text-align:center;"><span>http://i312.photobucket.com/albums/ll327/crayotic/TEWStamina-MatchLength.png</span></div><p></p><p></p>
Posted

<p>Making a plan</p><p> </p><p>

i write it all down 6 months in advance</p><p> </p><p>

Use everyone (if you can afford it)</p><p> </p><p>

Hold as many shows as you can afford to (2 per week and 1 montly event is what i strive to work for 3 weekly shows tends to fatigue the guys)</p><p> </p><p>

look for chemistry</p><p> </p><p>

I use the darktime to get as many as the lower over guys matchtime and build tag teams.</p><p> </p><p>

example in my game now Running Wolf and Ekuma have been with me a couple years and have not become very good wrestlers along with K-Squared and Happy Elwood. I made Running Wolf and Ekuma Native Nation tag team and they have excellent chemistry. K-Squared and Happy Elwood where just thrown together as I needed a team Boomtown Warriors were born (no chemistry). None of these guys have performance stats and on their own they need to be carried to anything above 65-75 match 80+rated tag matches with 2 experienced teams is a given now.</p><p> </p><p>

Ehancement talent having a low skilled heel like valentine may not seem like a good idea. First off he is an entertainer so if you have a sports entertainment product he is worth a look. Next has never been poached by anyone from me. His psychology is actually around 50 to start which isn't bad for a young guy (some with stretch the chicken boy). Now it depends on destiny but if he can get 60+ perfomance skills and work with a manager to get 70ish charisma he is going to start getting + matches for his charisma and is very usefull for building up future stars. I am not saying that Valentine is a must get guy for any sports entertainment company by any means but he is worth a look for a smallish company looking for an enhancement heel or low level tag team partner.</p><p> </p><p>

For my big events i normally use the road agent notes open match, decsive win, and pick the winner. I will add call in ring if i have someone like a steve flash type(86+ psychology is my current use) and will normally add all out in the main event.</p>

Posted

<p>Using the slow build note can really help if you have at least 1 decent worker in a match that lasts for 17 minutes or more. You won't get a penalty for stamina by using the slow build note.</p><p> </p><p>

Be careful with the all out note. It basically means spot fest, In other words your workers will be near dead after a long all out match (I wouldn't go over 12 minutes if your using all out in all honesty, unless your workers have alot of stamina). If your having matches on your tv show in a sports entertainment company with main eventers, I normally use tainted wins and cheap finishes to stop your workers from losing too much popularity and to keep storylines from becoming repetitive quickly.</p><p> </p><p>

For angles only use main eventers and upper midcarders in major angles. Angles can really help or hinder your show rating. Just 1 bad angle can change a B+ to a B. Look at Smackdown this past week for example, the major angles were with Orton, Christian, Sheamus, Barrett, Rhodes etc. Nobody really cared when Jinder Mahal faced off with Great Khali, as it was more of a minor angle.</p><p> </p><p>

The more popular a promotion, the less likely you'll be able to call in ring and will have to use script. At Global to not get a negative note for psychology for a long main event, you need B+ for psychology. I thought it was B- at first but then I noticed I was getting a negative note even for B. I think this is realistic actually, there is not many workers in real life WWE that can call in the ring. Michaels, Triple H, Taker, Jericho etc.</p>

Posted
I always find that if you are going to use your post show time: always use main eventers or upper midcarders in the matches or angles involving ME's or UM's!
Posted
<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Condors" data-cite="Condors" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="31212" data-ipsquote-contentclass="forums_Topic"><div> Making a plan<p> </p><p> i write it all down 6 months in advance</p><p> </p><p> Use everyone (if you can afford it)</p><p> </p><p> Hold as many shows as you can afford to (2 per week and 1 montly event is what i strive to work for 3 weekly shows tends to fatigue the guys)</p><p> </p><p> look for chemistry</p><p> </p><p> I use the darktime to get as many as the lower over guys matchtime and build tag teams.</p></div></blockquote><p> </p><p> Well, batting four for six is good here. I definitely agree with the first two points and the last two. But I find the middle couple are size specific.</p><p> </p><p> Using everyone if and when you can afford is great if you are a small fed. It maximizes your resources and gives everyone a chance to show why they should be at the top of your cards. When you're small, the dividing lines between your stars and your also-ran can be much thinner than they are in larger promotions. But if you're one of the big boys, it's good to have people in reserve so that if somebody gets hurt you have somebody to plug in and and go more smoothly. </p><p> </p><p> As for the notion of booking as many show as you can afford, I have no problem with the basic principle. But your example shows that you tend to play as a bigger fed. I'm guessing minimum of Cult. In my training games, I tend to run a weekly show starting at Local and I lose money for at least a good year and a half before my first tiny profit. The only way I'm able to stay afloat doing this is I overfund. Your 2 weeklys and 1 monthly in the parens are a pretty lofty recipe and folks will go broke quickly and rage in frustration if they think that's meant to be the standard. For a PPV capable company it might be good. But for a NYCW or a Southside Pro, that's a recipe for disaster and I think it needs to be understood you can't afford as many shows as a general rule at the lower levels.</p><p> </p><p> </p><blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Condors" data-cite="Condors" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="31212" data-ipsquote-contentclass="forums_Topic"><div>Ehancement talent having a low skilled heel like valentine may not seem like a good idea. First off he is an entertainer so if you have a sports entertainment product he is worth a look. Next has never been poached by anyone from me. His psychology is actually around 50 to start which isn't bad for a young guy (some with stretch the chicken boy). Now it depends on destiny but if he can get 60+ perfomance skills and work with a manager to get 70ish charisma he is going to start getting + matches for his charisma and is very usefull for building up future stars. I am not saying that Valentine is a must get guy for any sports entertainment company by any means but he is worth a look for a smallish company looking for an enhancement heel or low level tag team partner.</div></blockquote><p> </p><p> Again all well and good if you're talking a larger promotion. But you are underestimating Valentine a bit I think. At the levels I like to play a guy like Valentine is a godsend. He's a Jack of all trades and master of none. So if you put him in the ring with guys who are as dreck as say the Quest guys, they can still pick up tricks from him and he may be near the upper levels of your roster in Entertainment skill so he can potentially carry the story parts of a feud for you. You just gotta know your promotion and your roster. At the Condors Wrestling Federation, he may be am enhancement talent or low level tag guy while at the Cappyboy Wrestling Institute he can be a key midcarder or even higher if the push works. One size does not fit all.</p>
Posted
To be honest, I'd disagree with that. It's not exactly that advanced, and newbies need to know how the road agent notes work :) The game does try to help point you in the right direction if you screw up a bit (e.g. using the 'all out match' note in a really long match) but it'd be nice if those sorts of things were covered here...even if only briefly, rather than overloading the poor newbie with lots of figures :)

 

To be honest, if newbies need to know how the road agent notes work, they need to read the help file. It tells what they do. What Eidenhoek is talking about is something for an advanced thread (Booking 301, perhaps) because it goes deep into figures and theorycrafting, which is not newbie friendly (especially if they haven't established a basic level of understanding). You learn arithmetic before calculus, after all. You can't cover that kind of stuff "briefly" because it just leads to more confusion if you do so or it brings up the 'why' questions which only lead deeper into that discussion.

 

The above is just my experience garnered while trying to help new people to the game get a grasp on things. There are certain "hard and fast" rules that vets largely ignore (or don't heed) that new players are drilled to treat as gospel. For example, 'all out' is for the main event only. Yes, that's the simplest way to explain to a new player about its usage but that's not entirely true (or not true in all cases). If you're following perfect show theory, the all out note is great for creating a definitive peak. But again, that's advanced and beyond the scope of this thread, I believe.

Posted
<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Remianen" data-cite="Remianen" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="31212" data-ipsquote-contentclass="forums_Topic"><div>To be honest, if newbies need to know how the road agent notes work, they need to read the help file. It tells what they do. What Eidenhoek is talking about is something for an advanced thread (Booking 301, perhaps) because it goes deep into figures and theorycrafting, which is not newbie friendly (especially if they haven't established a basic level of understanding). You learn arithmetic before calculus, after all. You can't cover that kind of stuff "briefly" because it just leads to more confusion if you do so or it brings up the 'why' questions which only lead deeper into that discussion.</div></blockquote><p> </p><p> </p><p> Yeah I think a booking thread that's more geared for diary writers or number crunchers is separate from what I want to talk about here.</p><p> </p><p> </p><blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Condors" data-cite="Condors" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="31212" data-ipsquote-contentclass="forums_Topic"><div>Making a plan<p> </p><p> i write it all down 6 months in advance</p><p> </p><p> Use everyone (if you can afford it)</p><p> </p><p> Hold as many shows as you can afford to (2 per week and 1 montly event is what i strive to work for 3 weekly shows tends to fatigue the guys)</p><p> </p><p> look for chemistry</p><p> </p><p> I use the darktime to get as many as the lower over guys matchtime and build tag teams.</p><p> </p></div></blockquote><p> </p><p> </p><p> I think cappy illustrates some of the differences in styles in everyone's bookings, but I wanted to just point out a couple of places where my perspective's a little different.</p><p> </p><p> I'm not a fan for "writing everything down" six months in advance. I think it creates the sort of predictability that I've never been a fan of in the programming I watch. My approach is to have a broad-strokes plan that leads to the next major event: who's fighting who for the title, who is in the other "money" matches (generally even a Wrestlemania or a Starrcade only has about 3-4). But beyond that, I like to be flexible and book month to month. That is, use the notepad to set up the card I want to see for the upcoming pay per view. From there it's just working backwards, having segments, matches, etc. that lead to the pay per view. I also subscribe to the old "Eric Bischoff in 1997" school of thought that the crowd should get at least one awesome match per show, even if it has little or nothing to do with the PPV. So in an SWF game I'll put Angry Gilmore vs. Christian Faith as my main event and let them go 20 minutes even if they're not feuding and are in separate storylines, because I know the result is going to be an awesome match. </p><p> </p><p> Another thing beyond just sort of writing down the card, I like to organize by top faces and top heels in order of importance: these rankings are pretty elastic, but generally they're there as a resource to help set up feuds. Basically I just keep a list of my top 5 babyfaces and my top 5 heels in the notes section and give it a look when it's time to actually pick who's going over at the PPV. If you book your #1 face over your #1 heel on a pay per view, it wouldn't make much sense to have your #2 and #3 heels losing, too, because otherwise who does your top babyface wrestle next month?</p>
Posted

<p>To be honest, I think I might have poseted that as an afterthought. "Oh, and it'd be nice to have this somewhere". Or maybe I didn't mean that; can't remember.</p><p> </p><p>

I guess I just wanted some charts, I suppose, which can be user-friendly. Like that stamina sheet back there a bit. Just numbers to hit if you're doing something.</p><p> </p><p>

...And yes, I now see that what people would be doing is not a beginner skill. Hm...</p><p> </p><p>

~~</p>

Guest jtalley31
Posted

<p>For people who play real world mods, especially historic ones, don't get caught up trying to push people who made it big IRL. </p><p> </p><p>

I'm playing WCW in a 95 mod (currently in 97) and have Chavo Guerrero Jr. working a program with Hogan. Meanwhile The Rock is struggling to remain in the mid card. Booker T is probably going to end up gone after his contract runs out, but Balls Mahoney and Tracy Smothers are doing fantastic in the upper mid card.</p>

Posted
<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Eidenhoek" data-cite="Eidenhoek" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="31212" data-ipsquote-contentclass="forums_Topic"><div><p> I'd also suggest we find the stat criterion for people being able to "call in ring" at various sizes, if possible. I know regional is at least 64.</p></div></blockquote><p> </p><p> Is this accurate? I've had success Calling In Ring with a worker with 62 psychology (paired up with a 90+, at Regional), and 63 psychology (also paired up with a 90+, at Cult). Although, I won't be surprised if there's a random factor involved as well.</p>
Posted
<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Eigan" data-cite="Eigan" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="31212" data-ipsquote-contentclass="forums_Topic"><div>Is this accurate? I've had success Calling In Ring with a worker with 62 psychology (paired up with a 90+, at Regional), and 63 psychology (also paired up with a 90+, at Cult). Although, I won't be surprised if there's a random factor involved as well.</div></blockquote><p> </p><p> Not really, no. It depends on product, it depends on match length, and so on.</p><p> </p><p> Actually, here's the single biggest piece of advice I could give a newb.</p><p> </p><p> <strong>If your openers pull ratings equal to about half your overness, if your midcarders can pull ratings anywhere between that and your overness, if your main eventers can regularly pull ratings above your overness, or if they do even better, then for the love of God don't worry about penalty notes in the dirtsheet.</strong></p><p> </p><p> Pull an A rated match with a psychology hit and <em>you still have an A rated match.</em> Don't get hung up on negatives if you;re doing fine. They don't need 'fixing'; you can do something about it over time.</p>
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<p>AHA!</p><p> </p><p>

I'd suggest newbies use the numbers over the grades, just so they can be a bit more precise with what their stats/ratings are.</p>

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<p>Two really good posts here.</p><p> </p><p> </p><blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Phantom Stranger" data-cite="Phantom Stranger" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="31212" data-ipsquote-contentclass="forums_Topic"><div>Not really, no. It depends on product, it depends on match length, and so on.<p> </p><p> Actually, here's the single biggest piece of advice I could give a newb.</p><p> </p><p> <strong>If your openers pull ratings equal to about half your overness, if your midcarders can pull ratings anywhere between that and your overness, if your main eventers can regularly pull ratings above your overness, or if they do even better, then for the love of God don't worry about penalty notes in the dirtsheet.</strong></p><p> </p><p> Pull an A rated match with a psychology hit and <em>you still have an A rated match.</em> Don't get hung up on negatives if you;re doing fine. They don't need 'fixing'; you can do something about it over time.</p></div></blockquote><p> </p><p> Agreed. The grades are one of the most over-rated things in the game by newer players. Just because you are getting E's and F's instead of A's and B's doesn't mean you're stinking out the building. When you're small a C can be equivalent to an A and a D can be like a B to you. Heck, if you start at Local, that D can be a godsend and be like an A to you. I've never done the number crunching you have here to figure the scale. But it feels right. Good job of boiling that phenomenon down.</p><p> </p><p> </p><blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Eidenhoek" data-cite="Eidenhoek" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="31212" data-ipsquote-contentclass="forums_Topic"><div>AHA!<p> </p><p> I'd suggest newbies use the numbers over the grades, just so they can be a bit more precise with what their stats/ratings are.</p></div></blockquote><p> </p><p> A good idea especially if you're comfortable with mucking around game files to make the change. The numbers will show you progress more quickly and dramatically than the letter grades will. And for the rookie, that's a big thing. Sure, you get the road agent notes regardless but those can be overlooked or underappreciated in the heat of the moment. The numbers let you see it more clearly.</p>
Posted
<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Phantom Stranger" data-cite="Phantom Stranger" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="31212" data-ipsquote-contentclass="forums_Topic"><div><strong>If your openers pull ratings equal to about half your overness, if your midcarders can pull ratings anywhere between that and your overness, if your main eventers can regularly pull ratings above your overness, or if they do even better, then for the love of God don't worry about penalty notes in the dirtsheet.</strong><p> </p><p> Pull an A rated match with a psychology hit and <em>you still have an A rated match.</em> Don't get hung up on negatives if you;re doing fine. They don't need 'fixing'; you can do something about it over time.</p></div></blockquote><p> </p><p> Gospel. This should be added to the help file. This is also an issue with people who rush to Global without developing their workers sufficiently. It's possible to get to Global without anyone at A overness (and only a couple at B or better) but that requires planning and perhaps some advanced gameplay knowledge.</p>
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<p>On the subject of grades...</p><p> </p><p>

Momentum.</p><p> </p><p>

When you're a smaller promotion don't be dismayed if you dont have people with huge momentum and everyone is at a low grade.</p><p> </p><p>

It's not immediately clear because the "Who's Hot" list isnt index-linked but in exactly the same way as popularity for smaller outfits a C momentum can be like an A* for a global company.</p><p> </p><p>

I was dispirited for ages as the game seemed to say none of my guys were hot but you're not doing anything wrong - its all relative</p>

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